A model with wings or jump pack can not ride in a vehicule (page 66 od 5ed rulebook) because they are jump infantry.

So I would change de lord to a deamon prince with wings and mark of khorne.

I tried the possessed in a few games and they are useless. Basic khorne berzerkers hit harder then they do. So I would take them out. Terminators are a lot better and only 4 points more.

The dreadnauht does not need extra armor it will only be useful against one hit out of six, save the points.

Make the terminators deepstrike so take 1-2 icons that you will put in squads to get them right on target. Icons are only X points so they are really worth it to get the termis on target.

To get all 8 terminators set up as you are you need 25 more points. So drop the power weapon, 2 plasma pistols and melta bomb in squad no2 and put a fist instead. You are at exactly 1750 points if I count right.

A model with wings or jump pack can not ride in a vehicule (page 66 od 5ed rulebook) because they are jump infantry.

A model with wings can go in a transport.

So I would change de lord to a deamon prince with wings and mark of khorne.

I tried the possessed in a few games and they are useless. Basic khorne berzerkers hit harder then they do. So I would take them out. Terminators are a lot better and only 4 points more.

The dreadnauht does not need extra armor it will only be useful against one hit out of six, save the points.

Make the terminators deepstrike so take 1-2 icons that you will put in squads to get them right on target. Icons are only X points so they are really worth it to get the termis on target.

To get all 8 terminators set up as you are you need 25 more points. So drop the power weapon, 2 plasma pistols and melta bomb in squad no2 and put a fist instead. You are at exactly 1750 points if I count right.

Hope this helps

Good call on the extra armour on the dready. I will get rid of it and maybe put a havoc launcher on the predator.

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Your HW I'd swap for Kharne, he hits on 2's and wounds on 2's against MEQs on the charge. He has 2d6 armor pen to compensate for the meltabombs, but he gets all his atks not just 1. I wouldn't leave home without him.

Your first dreadnought I'd swap one of the CC arms for a missile launcher - giving you a ranged anti-tank shot or a template vs orks/nids.

Possesed again don't usually weigh up to beserkers - however if you find the random ability fun to play there's no real reason to change them =]

Your beserkers are fine, I'd drop the plasma pistol though, wasted points as for the price of 2 you can take an extra zerker and still have points spare.

Heavy Support is a good mix, just be careful in regards to your anti-tank capabilities. You have no meltaguns [or lascannons if you're launching your land raider 12"]which I consider a weakness. However if you get kharne, your dreadnought up against a tank each, and a fist squad into any walkers you should be ok

Why the plasma pistol hate? There are a lot of 2+ saves floating around and it can be nice to kill a couple of termies before getting into hand to hand combat.

First off is the overheat. Nice chance to kill yourself on a 1, losing the 21 points outright.

Beserker = 21 points
Plasma Pistol = 15 points

Beserker gives you WS5 BS4 S5 I5 A4 on the charge. and his bolt shot
Plasma Pistol gives you S7 AP2 from BS4

First, compare the pistol shots

Both hit on 3's. [66.6% chance to hit]
Bolt wounds on 4's [33.3% to hit and wound] then a 3+ save is 11% chance to hit,wound,and cause a failed save.
Plasma wounds on 2's [55.5% to hit and wound]. So not including the overheat, its a 44.5% chance to cause 1 more wound

Beserker charges, hitting on 3's. [66.6% chance to hit]
wounding on 3's [44.3% chance to hit and wound] then a 3+ save is 14.8% chance to hit,wound and cause a failed save, per attack
4 attacks means 59.1% chance to cause a failed save. Add the bolter shot is 70.1% chance.